PPQ_Purple
Purple Cube
- Joined
- Oct 11, 2008
- Messages
- 5,457
Harsh? Yes and no. Every civ should be able to grab at least one of the masters buildings easily enough. It's just one GP. Things only become harsh if you are going for the whole set or you are bent on an altar or cultural victory and thus need the GP's elsewhere.PPQ_Purple, you are full of good ideas
I agree for craftsmen; they are really interesting. However, IMO using only GE-founding is a bit harsh
But than that's something I feel is justified difficulty that really should not be removed but simply given an extra reward to make you feel good about overcoming it. Which is why I suggested tying the best guild in the game (the one that gives you loads of hammers) to the final masters building.
How so? Is it not to be expected that great empires with loads of resources would be better at expanding outward and establishing new cities than lesser ones? To me it seems only logical really. After all they have far more resources to invest into getting the place off the ground quickly.For guilds, your ideas are nice. However, IMO one of the issues is that guilds favorise huge empires (access to many examples of each ressources) and shines a lot for starting new cities.... which is strange.
Now you could question if the snowball effect this produces is beneficial or not from a gameplay perspective. But lore vise it makes sense to me.
Speaking like that maybe the way to go would be to forgo manual expansion altogether. Have each guild you found automatically spread to all of your cities but than have the effects be capped based on the buildings those cities have. Like say capping the + /turn until you build a forge or +/turn until you build a theater. This would make it so that new cities get a free boost but at the same time make large well established cities get far more benefit from a guild than small new ones.what about having guilds being buildable ? or, maybe, having the journeymen not open the "guild" but opening a "guildshop"... with a few benefits related to the guild, but getting the actual guild in the city needs some investement, allowed only when the guildshop is present in city ? (so no new city gaining +15 /turn only using a stonemason journeyman !)
Questions of course being how the AI would deal with that and how to balance it.
Personally I am not a big fan of direct tradeoff mechanics like that. It's just my personal taste and not objective fact. But personally I just don't really like super specializing cities. And what you suggest has the potential to go off the rails really quickly and produce stuff like production centers that literally run in the red in every other field.or having guilds present in city increase maintenance or reduce a number of gold/hammers...etc
(stonemason : consume stone/marble ; -0.5gold per stone/marble/earth mana; -0.5commerce per iron/copper ; +1 prod per stone/marble/earth mana/iron / copper) : in essence, it makes your city earning much hammers, but losing gold/commerce due to guild cost : useful to help big production cities, or some focused new cities, but not useful to spam everywhere.)
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